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* Add Missing Includes Across src/slic3r/GUI Every GUI source and header now directly includes the headers declaring what it uses, rather than relying on the precompiled header or transitive includes. Generated with clang-tidy misc-include-cleaner, plus one hand edit making CalibrationPanel.hpp self-contained. * Drop the OS-Specific Includes Added Outside Their Platform Guards GLib, GTK, D-Bus and POSIX headers are only used inside platform #if blocks, which already include them. Added unconditionally at the top of the file they broke the Windows build. * Add the clang-tidy Configuration That Generated These Includes Only misc-include-cleaner's missing-include check, with the headers it must never suggest: per-platform, internal and OS-specific ones that would break other platforms or are not meant to be included directly. * Match Windows Paths in the clang-tidy Ignore List Header paths use backslashes on Windows, so every / in a pattern is now [/\\]. The Windows SDK headers are ignored alongside the other OS-specific ones, and the list is one pattern per line. Suggested by @raistlin7447 from a Windows clang-cl run.
64 lines
1.8 KiB
C++
64 lines
1.8 KiB
C++
#ifndef slic3r_GLSelectionRectangle_hpp_
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#define slic3r_GLSelectionRectangle_hpp_
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#include "libslic3r/Point.hpp"
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#include "GLModel.hpp"
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#include <vector>
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#include <cstdlib>
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#include <algorithm>
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namespace Slic3r {
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namespace GUI {
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struct Camera;
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class GLCanvas3D;
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class GLSelectionRectangle {
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public:
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enum EState {
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Off,
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Select,
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Deselect
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};
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// Initiates the rectangle.
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void start_dragging(const Vec2d& mouse_position, EState state);
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// To be called on mouse move.
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void dragging(const Vec2d& mouse_position);
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// Given a vector of points in world coordinates, the function returns indices of those
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// that are in the rectangle.
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std::vector<unsigned int> contains(const std::vector<Vec3d>& points) const;
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// Disables the rectangle.
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void stop_dragging();
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void render(const GLCanvas3D& canvas);
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bool is_dragging() const { return m_state != Off; }
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EState get_state() const { return m_state; }
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float get_width() const { return std::abs(m_start_corner.x() - m_end_corner.x()); }
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float get_height() const { return std::abs(m_start_corner.y() - m_end_corner.y()); }
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float get_left() const { return std::min(m_start_corner.x(), m_end_corner.x()); }
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float get_right() const { return std::max(m_start_corner.x(), m_end_corner.x()); }
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float get_top() const { return std::max(m_start_corner.y(), m_end_corner.y()); }
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float get_bottom() const { return std::min(m_start_corner.y(), m_end_corner.y()); }
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private:
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EState m_state{ Off };
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Vec2d m_start_corner{ Vec2d::Zero() };
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Vec2d m_end_corner{ Vec2d::Zero() };
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GLModel m_rectangle;
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Vec2d m_old_start_corner{ Vec2d::Zero() };
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Vec2d m_old_end_corner{ Vec2d::Zero() };
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};
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} // namespace GUI
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} // namespace Slic3r
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#endif // slic3r_GLGizmoSlaSupports_hpp_
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